rubixcuber said:Quick hotfix update
v3.0.3 - 6/8/2018
[Graphics]
* Fixed an issue where it forgets how many map sprites you've added upon multiple saves
[Animations]
* Can backspace to 0 frames to allow typing single digit frames
rubixcuber said:* Version number displayed in title
[Maps]
* Can edit five groups of special entrance/spawn tiles
[Mechanics]
* Fixed default evasion rate issue with the new muddle option
* Fixed crash/conflict with extended classes
[Animations]
* Fixed issue where you could get a negative number of frames while typing
rubixcuber said:v3.0.0 - 6/4/2018
[Graphics]
* Expanded graphics are available to make use of the full 6MB expansion for more graphics space
* Portrait animations can be imported and exported via clipboard
[Scripting]
* The 'Branch on Yes/No' node should have it's branches labeled correctly when added as a new node
* Labeled two of the unknowns in the Battle Exit scripts
* Delayed loading removed. This should resolve a handful of inconsistant map related bugs
[Battle]
* New force member starting spaces should no longer stack up, making them difficult to locate
* Enemy number of selected enemy displayed
[Characters]
* Can no longer select extended classes from the dropdown menu even when they aren't there
[Mechanics]
* With 'Jogurt Levels' set, Jogurt increases stats for starting level properly even if Expanded Characters aren't used
* With 'Jogurt Levels' set, the Jogurt character slot should be able to promote properly
* Option to fix the muddle effect, giving the character an accuracy and evasion debuff
[Classes]
* When using expanded classes the max level uses the unpromoted class if the class has a promotion set, otherwise it uses the promoted cap
[Characters]
* Can set the 'promoted at' level for characters, affecting EXP gain
rubixcuber said:Small hotfix update. Save in Graphics Editor to apply
v3.0.1 - 6/5/2018
[Maps]
* When editing HQ slots, can only select 0-29
[Graphics]
* Fixed occasional crash when loading spell graphics with the Expanded Graphics
rubixcuber said:[Graphics]
* Expanded graphics are available to make use of the full 6MB expansion for more graphics space
* Portrait animations can be imported and exported via clipboard
[Scripting]
* The 'Branch on Yes/No' node should have it's branches labeled correctly when added as a new node
* Labeled two of the unknowns in the Battle Exit scripts
* Delayed loading removed. This should resolve a handful of inconsistent map related bugs
[Battle]
* New force member starting spaces should no longer stack up, making them difficult to locate
* Enemy number of selected enemy displayed [Characters]
* Can no longer select extended classes from the dropdown menu even when they aren't there [Mechanics]
* With 'Jogurt Levels' set, Jogurt increases stats for starting level properly even if Expanded Characters aren't used
* With 'Jogurt Levels' set, the Jogurt character slot should be able to promote properly
* Option to fix the muddle effect, giving the character an accuracy and evasion debuff
[Classes]
* When using expanded classes the max level uses the unpromoted class if the class has a promotion set, otherwise it uses the promoted cap
[Characters]
* Can set the 'promoted at' level for characters, affecting EXP gain
rubixcuber said:[...] This should be the new proper test editor for 6MB stuff. Usual disclaimers, testing version only, fresh ROMs etc etc. I tested it just now and it didn't crash, so we'll see.
[...] Just don't use it on a real ROM until it's released maybe, just in case, heh
But if I've got the right one this time I think it's pretty good now
SF1Edit v2.12.8 - 5/25/2018
[Maps]
* Corrected map fix from the previous update, 2.12.7 fixed the crash but was dropping the map exits on load.
SF1Edit v2.12.7 - 5/25/2018
[Characters]
* Extended characters should use their proper promoted battle sprites now
* Debug option added to reset promoted battle sprites
[Items]
* When using extended items, non-extended items should not be destroyed because of the 'Sell to Deals' flag being set
[Scripting]
* New 'Check Force for Item' nodes should save properly
[Maps]
* Saving in the map editor after having saved dialog scripts should no longer lead to npc crashes